﻿local E, C, L = select(2, ...):unpack()

if C.tooltip.enable ~= true or C.tooltip.talents ~= true then return end

----------------------------------------------------------------------------------------
--	Target Talents(TipTacTalents by Aezay)
----------------------------------------------------------------------------------------
-- Constants
local TALENTS_PREFIX = SPECIALIZATION..":|cffffffff "
local CACHE_SIZE = 25
local INSPECT_DELAY = 0.2
local INSPECT_FREQ = 1.5

-- Variables
local ttt = CreateFrame("Frame", "DarkUITalents")
local cache = {}
local current = {}

-- Time of the last inspect reuqest. Init this to zero, just to make sure. This is a global so other addons could use this variable as well
local lastInspectRequest = 0

-- Allow these to be accessed through other addons
ttt.cache = cache
ttt.current = current
ttt:Hide()

----------------------------------------------------------------------------------------
--	Gather Talents
----------------------------------------------------------------------------------------
local function GatherTalents(mouseover)
    if mouseover == 1 then
        local id = GetInspectSpecialization("mouseover")
        local currentSpecName = id and select(2, GetSpecializationInfoByID(id)) or L.TOOLTIP_LOADING
        current.tree = currentSpecName
    else
        local currentSpec = GetSpecialization()
        local currentSpecName = currentSpec and select(2, GetSpecializationInfo(currentSpec)) or L.TOOLTIP_NO_TALENT
        current.tree = currentSpecName
    end

    -- Set the tips line output, for inspect, only update if the tip is still showing a unit
    if mouseover == 0 then
        GameTooltip:AddLine(TALENTS_PREFIX..current.tree)
    elseif GameTooltip:GetUnit() then
        for i = 2, GameTooltip:NumLines() do
            if (_G["GameTooltipTextLeft"..i]:GetText() or ""):match("^"..TALENTS_PREFIX) then
                _G["GameTooltipTextLeft"..i]:SetFormattedText("%s%s", TALENTS_PREFIX, current.tree)
                break
            end
        end
    end
    -- Organise Cache
    local cacheSize = CACHE_SIZE
    for i = #cache, 1, -1 do
        if current.name == cache[i].name then
            tremove(cache, i)
            break
        end
    end
    if #cache > cacheSize then
        tremove(cache, 1)
    end
    -- Cache the new entry
    if cacheSize > 0 then
        cache[#cache + 1] = CopyTable(current)
    end

    GameTooltip:Show()
end

----------------------------------------------------------------------------------------
--	Event Handling
----------------------------------------------------------------------------------------
-- OnEvent
ttt:SetScript("OnEvent", function(self, event, guid)
    self:UnregisterEvent(event)
    if guid == current.guid then
        GatherTalents(1)
    end
end)

-- OnUpdate
ttt:SetScript("OnUpdate", function(self, elapsed)
    self.nextUpdate = (self.nextUpdate - elapsed)
    if self.nextUpdate <= 0 then
        self:Hide()
        -- Make sure the mouseover unit is still our unit
        if UnitGUID("mouseover") == current.guid then
            if (InspectFrame and InspectFrame:IsVisible()) then return end
            lastInspectRequest = GetTime()
            self:RegisterEvent("INSPECT_READY")
            NotifyInspect(current.unit)
        end
    end
end)

-- HOOK: OnTooltipSetUnit
local function OnTooltipSetUnit(self)
    if self ~= GameTooltip or self:IsForbidden() then return end
    -- Abort any delayed inspect in progress
    ttt:Hide()

    -- Get the unit -- Check the UnitFrame unit if this tip is from a concated unit, such as "targettarget".
    local _, unit = self:GetUnit()
    if not unit then
        local mFocus = GetMouseFocus()
        if mFocus and mFocus.unit then
            unit = mFocus.unit
        end
    end
    -- No Unit or not a Player
    if not unit or not UnitIsPlayer(unit) then
        return
    end
    -- Only bother for players over level 9
    local level = UnitLevel(unit)
    if level > 9 or level == -1 then
        -- Wipe Current Record
        wipe(current)
        current.unit = unit
        current.name = UnitName(unit)
        current.guid = UnitGUID(unit)
        -- No need for inspection on the player
        if UnitIsUnit(unit, "player") then
            GatherTalents(0)
            return
        end
        -- Show Cached Talents, If Available
        local isInspectOpen = (InspectFrame and InspectFrame:IsShown()) or (Examiner and Examiner:IsShown())
        local cacheLoaded = false
        for _, entry in ipairs(cache) do
            if current.name == entry.name and not isInspectOpen then
                self:AddLine(TALENTS_PREFIX..entry.tree)
                current.tree = entry.tree
                cacheLoaded = true
                break
            end
        end
        -- Queue an inspect request
        if CanInspect(unit) and not isInspectOpen then
            if C.tooltip.average_lvl then
                ttt:RegisterEvent("INSPECT_READY")
            else
                local lastInspectTime = GetTime() - lastInspectRequest
                ttt.nextUpdate = (lastInspectTime > INSPECT_FREQ) and INSPECT_DELAY or (INSPECT_FREQ - lastInspectTime + INSPECT_DELAY)
                ttt:Show()
            end
            if not cacheLoaded then
                self:AddLine(TALENTS_PREFIX..L.TOOLTIP_LOADING)
            end
        elseif isInspectOpen then
            self:AddLine(TALENTS_PREFIX..L.TOOLTIP_INSPECT_OPEN)
        end
    end
end
TooltipDataProcessor.AddTooltipPostCall(Enum.TooltipDataType.Unit, OnTooltipSetUnit)